Hey there fellow Stickman! Another month of development has passed and with that comes numerous features and content added, along with loads of bug fixes. Here is everything that I've been working on for the last month!
Adjusted enemy count in levels
Enemy counts have been adjusted in all levels. A common theme in the demo was players overwhelmed by the number of enemies. So the enemy counts have been reduced, making it more about a challenge of speed than combat. They also scale depending on number of players, so more players means more enemies.
PvE Race mode
Added a race mode to PvE. No enemies or encounters to complete, just race your friends and try to get the fastest time through the level!
Created a pvp map live on twitch
A proper PvP map has been added which I made live on twitch! You can see the vod of blocking out this map here (https://www.twitch.tv/videos/2578288053?collection=gpvqPRaVSxi2cg)

PvP Modes Soccer & Gun Game
More PvP modes have been added besides Team Deathmatch and Last Stickman Standing!
Gun Game: Weapons are put into a random order. Get multiple kills with the weapon as a team before moving onto the next one! (The number of kills per weapon can be changed)
Soccer: All players are immune. Use Explosives to launch the ball into the opposing teams net!
H.O.R.S.I.E Soccer: Same as soccer, but on a H.O.R.S.I.E! You can see H.O.R.S.I.E Soccer being made live here (https://www.twitch.tv/videos/2579381902?collection=gpvqPRaVSxi2cg)

Hats and Tombstones added
I’ve added more Hats and Tombstones, each with their own unlock condition! If you have unlocked the Golden Goose and Golden Top Hat, you will keep them. If you do not have them, it will hide them so they aren’t shown as locked.
40 achievements added
I added 40 achievements! Ranging from basic stuff like drawing a skin to harder things like completing a level without firing a single shot!
Grapple length indicator (gets explained in tutorial as well)
I added an indicator for how long your grapple will be before turning into a swing. The swing would always happen at the end of the grapple but it was almost unpredictable. This indicator makes it feel a lot smoother. If you don’t like it, you can turn it off in the settings.
Streamer mode (file explorer option)
Added an option to use an alternate prompt instead of opening file explorer when opening images. This is directed primarily at streamers that don’t want their file explorer shown on stream.
Lobby Ready up system
Added a Ready Up system for the lobby. When the host starts a match in multiplayer, it used to just start. Now it waits for
Redesigned PvP Mission Select
Something no one ever saw was the PvP Mission select, but it looks a lot cleaner than it did before. And it gives a more clear indication of how to alter game settings and mutators. (It also makes it easier for me to add mutators per mode)
Original Soundtrack added for 4/8 levels!
The original soundtrack has been added for half of the levels currently in the game!
Redid the Lore
None of you have seen the lore since it was added after the demo, but I changed it drastically to be more serious and explain the origin of The Stickman and why you are on this journey.
A Slight Style Change
While messing with how to make the game more stylistic, I accidentally created a material bug on the stickman which looked really good. So I applied it to the rest of the game to help it look a little more stylized.
Numerous bug fixes with creative, audio, and more
And last but not least, SO many bugs have been fixed to make The Stickman a smoother experience.
Release Date Pushed Back Slightly
As much as I want to release The Stickman this year, I have to focus on school right now and release sometime after winter break.
For a Full Breakdown check out this video which goes into more detail on some of these things
Next month I should have more quality of life updates, another PvP map, some localization, and an updated trailer and store page with the new style!
Hello everyone.
Thank you all so much for supporting Megaloot. We love you and are working hard to bring new mechanics, improve balance, and, this time, an extra focus on localization issues.
We’ve added a Mystic Trader. He shows up with Tomes, Tinker Kits, and Insightus, and he trades for diamonds.

Tomes are back, but they don’t auto-apply anymore. You use a tome to learn its ability. Most characters can learn one ability, but some can learn two.
You can now dismantle as many times as you want. But each dismantle raises the price by 5 diamonds, and the price is reset on the next encounter.
Also, after Floor 30, the number of battles per floor reduced by one, and after Floor 60, it reduced by one more.
This time we’re specifically looking for reports on localization: inconsistencies, typos, mistranslations, style issues, and anything else. Please share anything you find with us so we can fix it for the next update!
To make sure everything is working right, we need your thoughts. That’s why we’re launching a beta test for the update! Give it a try and let us know what you think, especially on localization, in the comments or on our Discord server.
To join the beta test, select public_testing_branch - Experimental in the Properties > Betas section of Megaloot.
Your thoughts will help us make the game even better. Thanks for being an amazing community and stay tuned for updates by joining the Discord server of Megaloot!
The new All Will Fall Demo Update is finally here, and it might just be the last one before we release our game!
Storm and Junknado remove fishing spots.
Old steel parts are now gatherable.
Change corner cutting assumed cost down to 10% extra to allow citizens pathfind correctly.
Fix pathfinding overestimating path costs, which sometimes resulted in sub-optimal paths.
200 IQ large wood support 4x4 rework.
Remove Gathering Hut. Idle citizens will now automatically take from basic resource piles,
Remaining Gathering Huts now have a range from which employees gather resources.
Tier 2 stands use electricity instead of employees.
Reworked lots of Events.
Photo Mode is now available! Use it to tweak camera settings and animate camera movements to capture your beautiful cities on film!

In event requirements - whether Policy or Research technology is required
Don't draw bubbles if something is selected.
Display logistics paths overview when production buildings are selected.
Show buff tooltips in Event Outcomes, which give Technologies.
Fix settings not re-enabling UI element - fixes error and subtle issues with UI after opening faulty graphics settings
Add "Conditional Rendering" system, which allows dynamically enabling or disabling models. Paths and stairs get railings!
Occlude water specular highlights when in the shadow.
Add rotations to crane animations and sync them with production progress.

Boiling sounds added
Household sounds added
Remaining support is now calculated for all buildings. It will appear in the selected building menu gauge.
Display remaining support change when building Structures - it should help evaluate how new buildings will affect physics.
Update Gatherable data when buildings move - Gatherables reachable by Huts would get stale if any of them moved

Optimize approximate shadow system scheduling.
Optimize logistics to not check all resource buildings if they have resources.
Optimize voxel-based Ambient Occlusion generation - the game should stutter on city updates much less
Fix copied and painted buildings not getting saved correctly.
Correctly schedule citizen path requests from the next position - fixes citizens returning to the previous position to then going forward again.
Plants can be deconstructed without technologies.
Fix the lack of festivity.
Fix boat entrance node generation for floating resources - potentially fixes a crash.
Just a reminder, our rough release window is early 2026, so make sure you're following us here and our social channels so you don't miss our announcement of the exact date.
https://store.steampowered.com/app/2706020/ALL_WILL_FALL_PhysicsBased_Survival_City_Builder/
Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated.
Have any feedback for us? Visit our discussion page here or join our Discord server to let us know.
Keep building, just don't crumble!

SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY
The new All Will Fall Demo Update is finally here, and it might just be the last one before we release our game!
Storm and Junknado remove fishing spots.
Old steel parts are now gatherable.
Change corner cutting assumed cost down to 10% extra to allow citizens pathfind correctly.
Fix pathfinding overestimating path costs, which sometimes resulted in sub-optimal paths.
200 IQ large wood support 4x4 rework.
Remove Gathering Hut. Idle citizens will now automatically take from basic resource piles,
Remaining Gathering Huts now have a range from which employees gather resources.
Tier 2 stands use electricity instead of employees.
Reworked lots of Events.
Photo Mode is now available! Use it to tweak camera settings and animate camera movements to capture your beautiful cities on film!

In event requirements - whether Policy or Research technology is required
Don't draw bubbles if something is selected.
Display logistics paths overview when production buildings are selected.
Show buff tooltips in Event Outcomes, which give Technologies.
Fix settings not re-enabling UI element - fixes error and subtle issues with UI after opening faulty graphics settings
Add "Conditional Rendering" system, which allows dynamically enabling or disabling models. Paths and stairs get railings!
Occlude water specular highlights when in the shadow.
Add rotations to crane animations and sync them with production progress.

Boiling sounds added
Household sounds added
Remaining support is now calculated for all buildings. It will appear in the selected building menu gauge.
Display remaining support change when building Structures - it should help evaluate how new buildings will affect physics.
Update Gatherable data when buildings move - Gatherables reachable by Huts would get stale if any of them moved

Optimize approximate shadow system scheduling.
Optimize logistics to not check all resource buildings if they have resources.
Optimize voxel-based Ambient Occlusion generation - the game should stutter on city updates much less
Fix copied and painted buildings not getting saved correctly.
Correctly schedule citizen path requests from the next position - fixes citizens returning to the previous position to then going forward again.
Plants can be deconstructed without technologies.
Fix the lack of festivity.
Fix boat entrance node generation for floating resources - potentially fixes a crash.
Just a reminder, our rough release window is early 2026, so make sure you're following us here and our social channels so you don't miss our announcement of the exact date.
https://store.steampowered.com/app/2706020/ALL_WILL_FALL_PhysicsBased_Survival_City_Builder/
Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated.
Have any feedback for us? Visit our discussion page here or join our Discord server to let us know.
Keep building, just don't crumble!

SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY
Finished the Wendigo baddie, and I will upload the new Holiday Havoc challenge maps to the Patreon very soon. Also fixed a couple of bugs (thanks to Macabre again, of course). There was a broken achievement in Ch.3 and the reps "Crimson Died" and "Gorbo Died" were getting erased in Ch.2 scripts. If one of those characters died in your playthrough and you already started Ch.2, you're probably gonna see them again. It has been fixed if you haven't started Ch.2 yet.
The new Holiday Havoc challenge map is called Howling Hunger, featuring the Wendigo. I'll be using the monster in Ch.6 also. Get Holiday Havoc on Patreon (I'll upload the new map soon).
Patreon: https://www.patreon.com/c/lcsoftware
https://www.youtube.com/watch?v=D0q-j3RPBIg
Complete list of changes:
-Fixed Friends in High Places achievement in Ch.3 (thanks to Macabre).
-Fixed stupid bug that erased Crimson Died and Gorbo Died reps at the beginning of Ch.2.
-Added new Holiday Havoc map for Patrons: Howling Hunger (Halloween).
-New baddie for Holiday Havoc: Zombie Lupulu.
-Finished scripts for new Wendigo baddie.
-Updated the in-game Wendigo text.
An update on Halloween! No event, but have this code for a new ship design, good until 11/17: "All I got for halloween was this lame skin" (Note: if you also play mobile, this skin won't work until 0.71.0.1).
Sectors up to 142 and new upgrades for most systems
New late game Reinforce upgrades (players above 133 will be treated as if they were at 133 on first reinforce)
New Fleet Galaxy content (Unlocked by reinforcing with all G6 artifact upgrades purchased)
New Reactor system after Overdrives
New temporary code good until 11/14: "I really need extra AI Points to afford the new spliced crew upgrade"
Corruption cap got too high too easily, upgrades for it reduced across the board
If you had over 700 highest corruption it has been reset to 700 as your highest
Several Galaxy 6 artifact upgrades slightly reduced (fixture speed the most)
Early Tether warps starting difficulty and charge time increased, discharge time decreased
Reduced late game enemy capital Reactive Armor decay time in general
Capital turret power now has a bigger grace period when destroyed, equal to the enemy weapon charge time
Spliced Phenomenologist Xyloquant upgrades changed to shard drop amount
New AI upgrade for Spliced Crew infusion auto buy
Fighter targeting settings are now a priority list instead of just one target
Slightly improved fighter damage per pass numbers on tooltip
Capital part target icons turn red when destroyed and gradually go back to white to when restored
UT Cruiser single tank increased fire rate instead of damage and more block %
R1 Void Device Smart Upgrade now discards the previous shard tier instead of just swapping it out
Added tooltip to fleet galaxy Artifacts and Scrap that show how much you gained this current run
Galaxy 6 F1 Node unlock cost reduced so it makes more sense to get right away
Galaxy 2 and 3 RM node cost reduced so it makes more sense to get at all
Improved readability of shard resonance amount and the dots for slots they go in
Improved synth module popup position and sizing to not cover things
Base building auto buys now work offline but only up to 100 cycles of buying
Added "Paste From Clipboard" button to settings code entry
Potentially fixed UT reward window being ultrawide in some cases
Fixed offline gains box sizing
Fixed reactor UI sometimes not showing all information
Fixed Core upgrade display prices going off the button
(Mobile) Add buttons to paste into username/password fields for cloud accounts
(Mobile) Fix VDevice tooltip errors
Tons of other minor fixes
Happy Halloween! Last month, we had intended to show off our progress by letting people play TF2C in the Open Beta. Obviously, that plan hit a bit of a snag, but after a few "calm and collected conversations," we're back to business. This time, we have the last two months of progress to cover instead of the usual one. Here is the current state of the game.
Currently, every gamemode is in the port and working. Almost every TF2C exclusive map has been ported, with the remaining 3 simply pending a recompile. Every weapon is implemented, fully functional, and presentable, with the exception of one animation bug with the twin barrel. Four-Team, with its new dynamic teams system for mappers, is implemented. Lighting changes are fully in effect, and all planned achievements have been ported. When we gave a similar run down back in May, this content was simply "functional", but often had serious bugs, missing visuals, or other faults that would make them not launchable. Now, this content is all borderline complete. We're not done yet, however.
Volunteer projects like this are very prone to what we call "bottlenecking", where a sizable portion of work is required but only a few people have the skills needed to complete that work (applications are always open, by the way). In our case, this is the user interface. We are working towards a much needed revamp of our main menu and server browser interfaces. While they aren't yet presentable, our goal is to improve the flow of starting a server and finding community servers.
The fun thing about doing a massive bug sweep on the game is that it makes smaller bugs more noticeable. "Bug Whack-a-Mole" is what I have affectionately called the process of knocking out a series of small or annoying bugs, attending that weekend's playtest, and leaving with a new list of bugs just as long as the first. The good news is that very few of them are serious gameplay issues anymore. The bad news is that a small bug does not equate to a quick fix. So, some of our developers will be buffing these out until launch.
There are a few other miscellaneous tasks left, such as colorblind mode, some tweaks for custom weapons, the chicken, and achievement feedback. Oh, there's also the ███████, but I'll have more to say on that later. For now, we'll move on to the more exciting stuff.
The game is finally at a point where we can test balance changes without the data being completely unusable. We've already mentioned in the past that the Huntsman and AA Cannon have new hitreg systems, but a few other items have also been reworked since.
The Rejuvenator was the last holdout for ported weapons by a large margin, only getting in towards the end of September. The reason? This weapon was pretty overengineered. In the old version of the game, the Rejuvenator had a whopping five separate factors that could wildly sway how much healing it does. Not only was this a nightmare to try and port, it was also unclear to players and messy to balance.
So we're reworking the healing calculation. In the Steam version, the Rejuvenator will focus a lot more on landing direct hits, and its healing will be a lot more consistent when landing direct or indirect hits.
Back in May, for our final balance patch, I heavily tweaked the Mine Layer with the promise to do a deeper rework later due to pacing issues. A large number of mines can be tedious to remove and they often slow down the game, especially if used by multiple Demomen. Now, that rework is finally in development.
Our current plan is to ensure that mines are interesting to fight by expanding the options for counterplay, and we're pretty close to succeeding. Once we have mines that are actually fun to engage with, we'll tweak the stats accordingly.
VIP Trainyard tends to get repetitive after a full session, as many maps with short round timers often do. To give the BLU team more of a fighting chance, and to lower the amount of time spent in the setup phase, we have introduced a lives system for permadeath VIP. Now, when the Civilian walks into a sticky trap that you totally called out in comms, he will still have two more chances before the round is over. To complement this gamemode change, we've also updated the map's visuals to introduce more detail and bring it in-line with our current visual standards.
Here's images of the new version, with the old version to compare:





[/carousel]With the introduction of custom team combinations, we wanted to further refine the aesthetics of the YLW and GRN teams. To achieve this, Flask has gotten a complete facelift. For long-time blog readers, we teased this in a post on our website a while back. Each corner of the map will now lean further into its team's aesthetic, while still retaining the layout and feel of the original map.
Oh, and here's another comparison for you:





[/carousel]When we announced the ███████ last month, we were under the impression we could sort it out in due time. Unfortunately, communication barriers have made it unclear as to what █████ we can ██████. We have received contradictory claims as to our limits, and we will not commit resources to a decision until we are absolutely sure it is the best option. As such the █████ ████████ is still pending. We thank you for your patience on this matter, but the situation will remain classified until further notice.
~ Nito & the EMINOMA Team

I hope everyone's been having a great during the day. For anyone who plans to play AFK_GF, there have been some special secrets, and I'm sure some of the characters have dressed up for the occasion. With a last-minute crunch, I hope someone gets a unique experience with the game today. The following things have been added in the recent update.
Music Room Clean Up.
Miscellaneous Spelling Clean Up.
Halloween Update
Other Secrets for the Curious People.
Thank you for everyone who's supported me and I wish you all have a great day!
Hello Commanders!
We’d like to thank you all for the incredible amount of feedback you’ve shared since the demo release. Your comments, bug reports, and suggestions have been invaluable in helping us improve Systemic War.
Our team is currently hard at work on a major update focused on bug fixes, gameplay improvements, and adjustments based on your feedback. Here’s what we’re working on:
Gameplay & Balance:
Reworked Hybrid Warfare mechanics for deeper strategic impact
Improved unit management on the grand strategy map
Ongoing balance updates across both RTS and Grand Strategy modes
Accessibility & UX:
Added tutorial for the Grand Strategy portion of the game
UI/UX improvements to make controls, information, and navigation smoother
New Content:
New RTS units to expand tactical variety
A brand-new Hybrid Warfare scenario
Your feedback continues to shape the future of Systemic War, and we can’t thank you enough for being part of this journey. Keep sharing your thoughts — we’re listening.
We’ll be sharing more updates and new content at the beginning of 2026, so stay tuned.
— The Systemic War Team